LunatriusCoreATTENTION! This is a REQUIRED mod in order for any of the other mods to work in 1.7.2 or later. It contains the core shared classes used by all mods I release. If you don't install it along with any of the other mods here, Minecraft will crash. You have been warned!

InGame Info XML (+Text +JSON)
Display various information directly on your ingame screen.
This mod is a "fork" of bspkrs' version which he kept updated for all Minecraft versions from 1.0 to 1.6.4 (the original author of the mod is DaftPVF).

Color codes (&f, &a, &r) have to use the $ symbol instead of the & symbol (&f => $f, &a => $r, ...).
The syntax for boolean tags (slimes, daytime, raining, ...; check the download page for a list of all tags) has changed a bit.
Example: The slime tag has to be changed from <slimes[yes/no]> to <if[slimes[yes/no]]>.

2.8.0.58+ ~ you can open a list of all tags by using /igi taglist (functions coming soon, hopefully)

2.8.0.59+ ~ the config is no longer be automatically extracted from the jar file. If you want to tweak it you can use one of the following commands to extract the config:

CustomMobSpawner ~ CMS empties the vanilla spawn registry and uses it's own, effectively "disabling" MSH; tried to reach out to the dev for a possible integration but never got a response

Stackie
Groups all items of the same type and experience orbs into stacks of a maximum of 2048 127 items. For example: 6 towers, 64 high of sand will give you 384 10~20 entities. With this mod I ended up with 3 entities. Cool, eh?

DynIMC
This mod allows the user to send custom IMC messages to mods. This is particularly useful when trying to add support for mod A to mod B (for example, adding axes/shears from Redstone Arsenal to Treecapitator).

Note: this mod requires you to know whether a mod has an IMC API and what it looks like. You can find examples for Treecapitator and Thermal Expansion 3 on the wiki. I will try to keep that list up to date as people notify me of IMC APIs.

Profiles
This mod allows the user to set up multiple sets of settings, allowing to quickly switch between them (example: "afk" and "normal", where "afk" has graphic settings turned to the bare minimum). It adds a single command, "/profile". Help is provided in the game.

License
All mods and their sources are released under the terms of the MIT license.

Modpacks: you can freely include any of the mods in your mod pack if the modpack is free or private. Mentioning me as the author is appreciated but not required.Youtube/Streaming: you can monetize any videos you produce with the mod.

Updated the Schematic Renderer to 1.1. You may now import schematic files of any size - it will only render blocks in a 20 radius by default (can be changed to anything up to 50). You are also able to flip and rotate schematics by using + and -.

Sorry for the late response, was getting bombarded with the free "gift code threads" and I totally missed your response. What are you using, Forge or ModLoader? And do you have any other mods that might use the L key as a key binding?

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Also updated the schematic renderer to 1.1.1. It will now no longer draw blocks that are already placed (decreases the amount of blocks that have to be drawn and the derpy effect is gone - basically textures overlapped almost every tick).

Also moved the changelog to the zip/jar files in case you're interested checking them out.

Released the Stack Drops mod. This brings the upcoming feature (in 1.3) to 1.2.5. If you have huge farms or anything that produced a lot of drops, this will help you a lot. On my 29x8 wheat farm I usually got about 700 drops - 700 entities which caused huge lags spikes. Now I'm getting about 100 entities when I start harvesting and about 3 or 4 when they all get to my collection point.

Updated the Schematic Renderer. The user doesn't have to go into the config at all and all schematics are loaded on the fly from .minecraft/schematics/ (put all your schematics into the folder and when you're in just use the load item to load the next schematic - it can't get simpler).

Updated the Stack Drops mod. It will now stack experience orbs as well. These can be packed into a single orb if they're close enough together (0.75 blocks), which gets rid of a lot of lag when collecting them one by one.

On another note, updated the Stackie mod. I've optimized the stacking code and moved it into a separate package for a smoother update to 1.3 when it's out. I've also added a config file that has some basic configuration available (some people might want the stacking range higher/lower).

The next mod that I'll be updating is the schematic updater. Here's a sneak peek of what I'm currently working on. What you can see on this image:

export a schematic from inside Minecraft (on the left, the red/blue blocks/cubes determine the larger, green cuboid, which is the area that will be exported)

export and import mod items along with the schematics (on the image there's pistons from the more pistons mod and leaves from ExtraBiomesXL)

imported schematics now draw a purple cuboid around the schematics, so you know how large the schematic actually is (by default only blocks that are up to 20 blocks away from you are rendered, this cuboid should help you determine the exact size of the schematic)

Edit: forgot one thing. I moved the adf.ly links behind the direct links (they're optional, I won't really mind because I don't have enough downloads to begin with ;)).

Make sure to go check out AbrarSyed's mods and thank him. He was the one to bug me for the past 2 days, he's the one who made me release a server version before 1.3 (even though it's just 1(2?) days before the 1.3 release).

Updated Schematica, being the last 1.2.5 update (unless I have to fix a critical bug) for anyone staying on 1.2.5. You can now load schematics from a texturepack-like selection (AbrarSyed's suggestion :)). You may also save parts of your world as a schematic file, allowing you to share your creations with your friends or to assist people. The items that were added in the previous version were replaced with a GUI along with optional keybindings that can be turned on from the config.

Updated Schematica and added layer by layer rendering. Also fixed some issues with mod blocks and it should correctly load/save the schematic files now. Blocks that are different from the blocks in the schematic will have a red border. This is just an indicator to show if you did something wrong (ignore them for building blocks etc).

Hey i am having a issue with your mod. The schematic rendering does not seem to be working properly. I just renders black and white blocks instead of the blocks in the schematic.

I am using forge 3.4.9.171 and just your mod.

Picture of my problem:

Other than this problem it looks like a awesome mod and i hope that it gains some traction soon and more people start to see it.

Thanks for your time
Chris

Sorry, didn't notice the post earlier (MCF doesn't send out email notifications for some reason :/). What exactly are those blocks? Vanilla or mod blocks? Mod blocks that use the addOvverride method to set the texture don't work yet, because I haven't figured out a way to include them.